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BattleBit Remastered’s Operation Overhaul Gives Its Biggest Maps a Major Rebuild

The upcoming update will add Peaks and rework Wakistan, Sandy Sunset, Valley, and Construction with new layouts, routes, objectives, and combat spaces.

BattleBit Remastered is preparing a large batch of map changes for its upcoming Operation Overhaul update. The developer’s latest official dev blog details a new large map called Peaks alongside reworks for Wakistan, Sandy Sunset, Valley, and Construction.

The update does not have a release date in the announcement. The team said the maps will need performance testing and further iteration, since several of them are much larger or use heavily redesigned layouts.

Peaks brings mountain warfare to 254-player battles

Peaks is a new 2×2 km map with a 1×2 km playable area in Conquest. The battlefield sits in a valley surrounded by two mountain ranges, with a large bunker built into the northern mountain and a radar station positioned high on the southern side.

Peaks map layouts for different BattleBit Remastered modes

The bunker has been rebuilt from the ground up for better movement through its interior and to support 254-player Domination matches. It will include areas such as a generator room, ammo depot, cargo bay, and water supply station. Navigation boards in the corridors will show players where they are and point toward nearby exits.

Outside, a main road cuts through the valley and serves as the main path for ground vehicles. That route is expected to produce repeated chokepoints and vehicle clashes, while the radar station gives the team holding it a view over much of the battlefield.

Peaks uses an early-spring setting, combining green grass and pine forests with snow-covered mountain tops. The mix of dense vegetation and open slopes gives infantry several ways to approach the valley without always crossing exposed ground.

Wakistan adds routes around its famous bridge

Wakistan’s rework is aimed at reducing the repeated fighting pattern around its alternate C-side objective. Objective C will become the central point, while each team receives two side objectives that offer routes away from the bridge.

Conquest and Domination will each have two randomized layouts. Objectives A, C, and E remain in fixed positions, while B and D can move between matches. One version centers on a granite quarry and lumber mill. The other sends players toward a village and an armored vehicle repair station.

Redesigned Wakistan bridge and surrounding combat areas

The 32v32 Conquest layout will have a section designed for smaller battles, while 32v32 Domination will concentrate on the bridge and its close-range fights. The bridge itself is now twice as long and twice as wide, with a tunnel underneath and a lower deck that offers some protection from snipers and helicopters.

The redesigned bridge connects two hills over dry ground rather than spanning a river. Staircases near the center objective and at both ends let players reach the ground below and attack from the flanks.

Wakistan map layouts for Conquest and Domination

A destructible border wall will divide Wakistan’s reworked forest area. Explosions can bring down different sections of the wall depending on where they hit, opening routes as a match progresses. The former bunker hills are being replaced by a fortified border checkpoint with more cover for 254-player battles.

The western side of the map will also make better use of its available space, with more spawn points for both teams to give infantry more attack routes.

Sandy Sunset cuts down open travel

Sandy Sunset is being reshaped into a more compact battlefield. Its playable area will be 40% smaller, reducing the amount of time players spend crossing open desert before reaching a fight.

The urban center will be larger and arranged in a half-moon shape. A new central objective, D Military Watchtower, will act as a King of the Hill position overlooking the city and nearby river. The 32v32 Conquest layout will also receive a separate version built for smaller matches.

The reworked map will use a greener, more arid setting and a broader urban area. Hotel at F and the Industrial Zone at G are new combat locations, while the Radio Station at A is becoming a castle-like position that gives snipers a place to watch the battlefield.

A main road will run through the town, with another route leading toward the Industrial Zone and Outskirts. Some hills will remain around the edges, but the open areas that once allowed snipers to sit far from the action will be reduced. The developer expects snipers to have more influence around A, D, and F, where the key bottlenecks are located.

Valley creates two shorter-range fronts

Valley is being reduced to half its former size to address long travel times and the number of exposed hills that favored snipers. The objectives will be rearranged into two combat zones.

Objectives A, C, and F will sit around the nuclear plant for close- to medium-range fights. Objectives B, D, and E will form a longer-range front near the windmills, giving vehicles and snipers more open ground to work with.

Valley rework showing the nuclear plant and windmill areas

The nuclear plant area is expanding to include a cooling tower, cold-water collector, and the plant itself. Water reservoirs, canals, and tubes south of the station will give infantry ways to move around without exposing themselves to players on rooftops.

The windmill side will still resemble the older Valley, but it will have less elevation difference and more cover from construction sites, solar panels, and power boxes. Both headquarters are moving closer to the battlefield, cutting down the distance between spawns and objectives.

Construction grows into a vehicle-friendly battlefield

Construction was previously a 500×500-meter map with many windows and limited room to maneuver. The rework expands it to 1,000×1,000 meters and adds several new points of interest around its familiar high-rise building.

The expanded site includes a staff rest area, foundation site, and train depot. The central construction building is also larger, with indoor stairs, elevator shafts, and outside scaffolding providing different ways to reach the roof.

Helicopters will be added to the Conquest layout so players can deploy troops onto the map’s rooftops. Underground tunnels beneath the site will offer safer ways to cross dangerous streets and avoid fire from above.

The extra land is also intended to create room for more vehicles in the 127v127 Conquest layout.

Testing will come before the wider update

The map work is part of a broader effort to improve combat flow, balance, and visual detail across BattleBit Remastered. Some maps are receiving smaller changes, while others are being rebuilt almost entirely.

The developer said performance testing will be needed before these larger maps are ready. Players who want notifications about the upcoming test can join the official BattleBit Discord and select the “Performance Tester” role under “Channels and Roles,” though the announcement did not provide a date for that playtest.

Operation Overhaul still has plenty of unfinished work ahead, but these changes show a clear focus on cutting empty travel space, adding alternate routes, and giving large battles more places to develop. Share your thoughts on the map reworks in the comments, and follow us on X, Bluesky, YouTube, and Instagram.

BattleBit Remastered

BattleBit Remastered

BattleBit Remastered is a low-poly, massive multiplayer FPS, supporting 254 players per server. Battle on a near-fully destructible map with various vehicles!

  • Genre: Shooter, Simulator, Tactical, Indie
  • Platforms: PC (Microsoft Windows)
  • Modes: Single player, Multiplayer, Co-operative, Massively Multiplayer Online (MMO)
  • Release: 2023-06-15
  • Publisher: OkiGames
  • IGDB Rating: 70.2/100

Angel Kicevski

I've spent half of my life playing video games, ever since the competitive 1.6 era, where I played professionally. Now I am happily married to Margarita Kicevski and have two beautiful children. My goal is to deliver fresh news and updates from the gaming world, but also deliver some juicy guides. Previously, I worked on another website for 8 years and decided to continue my journey here! So basically, I am in this industry for 10+ years... which has been quite a lot, let me tell you!

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